U.S. patent application number 15/583675 was filed with the patent office on 2017-11-23 for game of chance, thinking and strategy.
The applicant listed for this patent is Michael Brockman, Robert Noah. Invention is credited to Michael Brockman, Robert Noah.
Application Number | 20170337780 15/583675 |
Document ID | / |
Family ID | 60329110 |
Filed Date | 2017-11-23 |
United States Patent
Application |
20170337780 |
Kind Code |
A1 |
Brockman; Michael ; et
al. |
November 23, 2017 |
GAME OF CHANCE, THINKING AND STRATEGY
Abstract
Games requiring thinking and strategy are provided with
concealable cards or game pieces, physical or virtual, which can be
played on a game board which may be a square or rectangular grid or
other shape. Together the cards or game pieces are a collection of
sets and there may be more spaces on the game board than there are
cards or game pieces in the collection. The cards may be a subset
of a regular deck of cards, such as five sets of four cards of the
same value, each of different suits, wherein these 20 cards are to
be played on a 5.times.5 game board so that there are 5 extra
spaces that will be empty after all cards are played. Cards may be
played one at a time or grouped and some may be concealed before
being played, with the order of concealed and revealed varying. A
player aims to place the cards or game pieces to form combinations
such as four of a kind in value in either rows or columns to score
points. Other combinations may be played for such as three of a
kind, flushes, full houses etc. and these may be obtained in
different directions on the board. Points are tallied at the end
when all cards or game pieces have been played, and prizes may be
awarded for points scored after one or more games. Games may be
played by one or more players, and the rules may incentivize two or
more players to collaborate or compete. Wild card and jokers may be
included at various stage of play.
Inventors: |
Brockman; Michael;
(Calabasas, CA) ; Noah; Robert; (Beverly Hills,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Brockman; Michael
Noah; Robert |
Calabasas
Beverly Hills |
CA
CA |
US
US |
|
|
Family ID: |
60329110 |
Appl. No.: |
15/583675 |
Filed: |
May 1, 2017 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
62329490 |
Apr 29, 2016 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 3/00173 20130101;
A63F 1/00 20130101; A63F 2011/0079 20130101; G07F 17/3293 20130101;
A63F 13/80 20140902; A63F 2300/407 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; A63F 13/80 20140101 A63F013/80 |
Claims
1. A method of playing a solitaire game comprising: a) providing a
set of concealable game pieces wherein said game pieces have a
first means for grouping said game pieces into at least 2 groups;
b) providing a game board having a plurality of locations for
placement of said game pieces wherein there is a first percentage
of more locations than there are game pieces; c) providing at least
about as many areas of said game board locations as there are
groups, each area having a board location and board placement, each
area comprising at least as many locations as are in each group of
game pieces such that each group can fit in each area with only one
game piece per location and wherein all groups fit on said game
board simultaneously with only one piece per location; d) providing
an order for dealing a second percentage of concealed and revealed
game pieces and a rhythm for dealing said concealed and revealed
game pieces; e) providing scoring instructions comprising how many
points are to be awarded for each possible set of two or more of
said game pieces within a group placed in an area; f) concealing
and randomizing said game pieces; g) dealing a player a revealed or
concealed first or next game piece according to said rhythm and
order; h) said player selecting a first or next location of said
game board and placing said first or next, revealed or concealed
game piece in said location of said game board, said player aiming
to place all of said game pieces in each of said at least two
groups in one of said areas; i) revealing said placed game piece if
said first or next game pieces was concealed; j) repeating steps g)
through i) according to said order and rhythm for dealing concealed
and revealed game pieces until there are no more of said game
pieces to be dealt, placed and optionally revealed; and k) scoring
said played game pieces per said scoring instructions.
2. The method of claim 1 comprising: providing at least about 10%
more board locations than game pieces; and providing a percentage
concealed game pieces selected from the group consisting of: at
least about 5%, at least about 10%, at least about 20% and at least
about 25%.
3. The method of claim 1 comprising: a) 20 game pieces that are a
subset of a standard 52-card deck wherein said first means is a
value on said card, wherein there are five groups, wherein said
value is selected from the group consisting of tens, jacks, queens,
kings and aces; b) providing a game board wherein said first
percentage is 25% with 25 locations arranged in a 5.times.5 square;
c) providing 5 areas that are rows of said 5.times.5 square; d)
where said rhythm for dealing is one at a time, said second
percentage of concealed game pieces is at least about 25%, and said
order for dealing said game pieces comprises: 1 concealed, 2-4
revealed, 5 concealed, 6-8 revealed, 9 concealed, 10-12 revealed,
13 concealed, 14-16 revealed, 17 concealed, and all options for
18-20; e) scoring a placement of all four game pieces of a group
within one of said rows, wherein all four game pieces are adjacent
to one another, with about 1 or more points; f) dealing a player a
first or next game piece according to said rhythm and order; g)
said player selecting said first or next location and placing said
first or next game piece; h) revealing each played and concealed
game piece; i) repeating steps f) through h) for each of said 20
game pieces; and j) scoring.
4. The method of claim 1 wherein: a) said first means comprises a
number, a value, a category or a suit; b) said method further
comprises a second means comprising a number, value, category or a
suit; c) said at least two groups are about the same size; d) said
game board comprising about 5% or more locations than game pieces;
e) said game board comprising said plurality of locations is
arranged in a rectangle, which may comprise a square, wherein each
of the sides of said rectangle is at least as many locations as the
size of the smallest group of game pieces; f) said areas comprise
both columns and rows; and g) said scoring instructions comprise
scoring both first and second means and both columns and rows.
5. The method of claim 1 also comprising: a) providing at least one
additional game piece; b) adding said at least one additional game
piece while concealed to a remaining set of about 4 or fewer game
pieces and randomizing said game pieces before they are dealt; c)
modifying said scoring instructions to award more or fewer points
for including or excluding said at least one additional game piece
from said game pieces that get played on said board; and d)
stopping before completing step j) when there are as many game
pieces yet to be dealt as there are additional game pieces
added.
6. The method of claim 1 wherein at least about 20% of said game
pieces are concealed and said order for dealing said at least about
20% concealed game piece are positioned so that about 50% or more
of said concealed positions are about equidistantly positioned in
the dealing order throughout said set of game pieces.
7. The method of claim 1 comprising providing scoring instructions
comprising how many points are to be awarded for each possible set
of two or more of said game pieces that are adjacent to one another
within a group placed in an area, with no non-group game pieces
between them.
8. The method of claim 7 comprising scoring instructions requiring
all of the game pieces in a group to be adjacent to each other in
one area for any points to be awarded for said game pieces in said
group.
9. The method of claim 1 comprising a first means for grouping said
game pieces into at least 4 groups.
10. The method of claim 1 also comprising a second means for
grouping said game pieces into at least 3 groups.
11. The method of claim 1 wherein areas to be scored comprise at
least one more location than the size of each of the largest
group.
12. A game comprising: a) a set of concealable game pieces, each
having a first means for grouping each of said pieces into at least
one of at least two groups; b) a game board having a plurality of
locations for receiving one each of said game pieces wherein there
are at least 5% more locations than game pieces; c) wherein said
game board is configured to have at least as many areas as there
are groups, each area having at least as many locations as there
are in the largest group of said at least two groups, wherein said
entire set of game pieces can fit in said areas simultaneously, one
game piece per location; d) rules for play and scoring comprising:
i) at least 5% of game pieces to be dealt and played concealed and
an order for dealing and playing said concealed game pieces and
when to reveal said concealed game pieces; ii) when to reveal said
concealed game pieces; iii) which of said areas are useful for
scoring points; iv) how many game pieces in one of said groups must
be in an area to score points; v) whether said game pieces in one
group in one area must be adjacent to one another to score points;
and vi) how many points can be scored for the different possible
categories of configurations said game pieces may be placed on said
game board.
13. The game of claim 12 wherein there are at least about 10% more
locations than game pieces and wherein the rules specify that at
least about 15% of game pieces are to be dealt and played.
14. The game of claim 12 comprising: a) a subset of a standard deck
of playing cards comprising: four tens, four jacks, four queens,
four kings and four aces, said 20 cards divisible into 5 groups; b)
a game board comprising 25 locations in a 5.times.5 square, said
game board having 5 rows and 5 columns wherein said game board has
25% more locations than there are cards; c) the board comprises 5
areas, each comprising one of said rows of 5 locations; d) said
rules comprise: i) at least about 25% of said cards are to be
concealed and dealt and played about one at a time comprising this
order: 1 concealed, 2-4 revealed, 5 concealed, 6-8 revealed, 9
concealed, 10-12 revealed, 13 concealed, 14-16 revealed, 17
concealed, and all options possible of revealed and/or concealed
for 18-20; ii) said cards are revealed promptly after being played;
iii) said 5 row areas are useful for scoring points; iv) all of the
cards in a group must be in one of said rows to score points; v)
said cards in a group in a row must also be adjacent one another to
score points; and vi) at least one point is scored for when all of
the cards in one of said groups are adjacent to each other in one
of said rows.
15. The game of claim 12 further comprising one or more additional
game piece wherein said rules comprise directions for dealing,
playing and scoring said additional game piece.
16. A method of playing an electronic solitaire game comprising: a)
electronically storing a signal representation for or displaying a
set of concealed game pieces wherein said game pieces have a first
means for grouping said game pieces into at least two groups; b)
electronically displaying a game board having a plurality of
locations for placement of said game pieces, wherein said game
board has a first percentage of more locations than there are game
pieces, wherein said electronically displayed game board comprises
at least about as many areas as there are groups, each said area
comprising at least as many locations as are in the largest group
of game pieces, wherein all of said groups fit on said game board
simultaneously with only one piece per location; d) providing an
order for electronically displaying to a player said game pieces
wherein a second percentage of said game pieces are displayed
concealed and the rest are displayed revealed; e) randomizing said
displayed game pieces; f) electronically dealing to a player a
revealed or concealed first or next game piece according to said
order, at a rhythm of about one at a time; g) said player selecting
a first or next location of said game board and electronically
displaying said first or next, revealed or concealed game piece in
said location of said game board, said player aiming to place all
of said game pieces in each of said at least two groups in one of
said areas; h) electronically revealing said placed game piece if
said first or next game pieces was concealed; and i) repeating
steps f) through h) according to said order and rhythm
electronically dealing and displaying concealed and revealed game
pieces until there are no more of said game pieces to be dealt,
placed and optionally revealed.
17. The method of claim 16 further comprising: j) providing and
displaying scoring instructions comprising how many points are to
be awarded for each possible set of two or more of said game pieces
within a group placed in an area, said instructions displayed
before step f); and k) automatically scoring said played game
pieces per said scoring instructions.
18. The method of claim 17 comprising: a) displaying a game board
having a first percentage more locations than game pieces is
selected from the group consisting of at least about 10% more, at
least about 15% more, at least about 20% more, at least about 25%
more, and at least about 30% more; and b) comprising displaying a
second percentage of game pieces concealed selecting from the group
consisting of at least about 5%, at least about 10%, at least about
20% and at least about 25%.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This non-provisional patent application claims priority
under 35 U.S.C. .sctn.119(e) to U.S. Provisional Patent
application, Ser. No. 62/329,490, filed 29 Apr. 2016, the
disclosure of which is incorporated herein by reference.
FIELD OF THE INVENTION
[0002] This invention relates to games.
BACKGROUND
[0003] The entertainment industry is always looking for new,
innovative, challenging, and fun games. Most games generally test a
player's knowledge. Some games are based on timing, luck, or skill.
Very few games actually deal with strategizing and thinking, or
combine strategizing and thinking with timing, luck, or specific
skill. For the foregoing reasons, there is a need for more games
that not only test and reward a player's luck but also their
ability with thinking and strategizing.
[0004] There are many games that one player may play by themselves.
Card games, for example, are very popular. One example of a card
game is solitaire. A version of this game is poker solitaire,
wherein points are scored for achieving poker type combinations of
cards. As it is typically played, an entire 52-card deck is used to
play only a portion of the cards. While some strategy and skill is
helpful, much of the outcome of the game is due to luck. There is a
need in the art for more games that players can play themselves,
with physical game pieces such as cards, on electronic devices, and
in casinos, that entice the player to use and receive benefit from
applying more strategy and thinking.
[0005] Game shows, which have historically been shown on
television, include a variety of different games that one or more
contestants may play. Games must engage an audience as well as
contestants, and the games preferably involve competitive aspects
that the audience can participate in, rather than merely luck.
Games for such shows have an ideal probability that a contestant
will win that keeps an audience engaged and offers prizes that are
for enough but not too much value, based on how much advertising
revenue the show brings in. There is a need in the art for games
that can be played by one or more player, are easily modifiable in
how hard or easy they are to win, and that actively engage an
audience.
SUMMARY
[0006] The present invention is directed to methods for playing
games and to games having more spaces on a game board than game
pieces with the objective to place groups of the game pieces in
areas on the game board, optionally for points and prizes. Some
game pieces are dealt and played concealed and some revealed. The
games may be played alone, as in solitaire, or with more than one
person. People can play together or compete, such as playing
electronically and getting the same cards dealt in the same order
and competing for higher scores each using their own strategy. The
percentage of extra spaces or locations impacts the likelihood of
scoring, as does the percentage or game pieces concealed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 shows an illustration of an example of a game board
of this invention.
[0008] FIG. 2 shows an illustration of an example of an outcome of
a game of this invention.
[0009] FIG. 3 shows an illustration of an example of the beginning
of a game of this invention.
[0010] FIG. 4 shows an illustration of an example of an outcome of
a game of this invention with some groups designated.
[0011] FIG. 5 shows two illustrated examples of game pieces of this
invention, FIGS. 5A-5B.
[0012] FIG. 6 shows an illustration of an example of the beginning
of a game of this invention.
DETAILED DESCRIPTION OF THE INVENTION
[0013] The detailed description set forth below in connection with
the appended drawings is intended as a description of embodiments
of the invention and is not intended to represent the only forms in
which the present invention may be constructed or utilized. The
description sets forth the functions and the sequence of steps for
constructing and operating the invention in connection with the
illustrated embodiments. It is to be understood, however, that the
same or equivalent functions and sequences may be accomplished by
different embodiments that are also intended to be encompassed
within the spirit and scope of this invention.
[0014] The present invention is for a new game involving knowledge,
quick thinking, and strategy as well as some chance and luck.
[0015] In embodiments, prizes for selected score levels are in the
form of cash prizes, gift certificates, vacations, consumer goods,
access to additional games and game stages, and the like.
[0016] A player may physically place a card or game piece, or may
have an opportunity to submit their choice of where to place that
card or item by activating an actuator. An actuator may be a
button, a lever, a touchscreen, and the like. In some embodiments,
each contestant may be presented with multiple actuators, with each
actuator associated with each one of the available choices.
Therefore, activation of a specific actuator determines the
player's selection of his or her play. In embodiments using touch
screens, the number of actuators is in reference to the number of
areas on the screen, actuation of which submits the answer
selected. In some embodiments, multiple touch screens can be
dedicated for each choice, for each player.
[0017] In a game of this invention, a player is presented with a
game board having a plurality of spaces and a real or virtual
collection of a group of concealable sets of game pieces, such as a
deck of cards or a subset of a standard deck of cards. The set can
also be made up of sets of game pieces that function like cards
(are concealable and revealable) but are not cards. These game
pieces can be electronic, such as on computerized equipment. The
game pieces may be tiles, pieces or any other game piece that can
be used to play the game, or a computer representation of any such
game pieces. The game pieces are designed on a scale that will
provide for proper operation of the game, being large enough for a
player to handle conveniently and to see easily the markings on the
game piece, and small enough to fit onto a game board of a
convenient size.
[0018] In an embodiment, the number of spaces on the game board
compares to the size of the collection by a space:collection ratio.
In an embodiment the space:collection ratio is selected from
between 2:1 and 2:3, between 3:2 and 3:4, between 8:5 and 5:6, more
than 1:1, between 4:3 and 25:24, between 16:11 and 18:17, between
9:7 and 10:9, between about 5:4 and 7:6, between about 5:4 and
about 6:5. In an embodiment, the space:collection ratio is about
5:4. In an embodiment, the number of spaces exceeds the size of the
collection.
[0019] In an embodiment, there are 30 spaces and the collection has
24 cards or game pieces. In an embodiment, there are 25 spaces and
the collection has 20 cards or game pieces. In an embodiment, there
are 18 spaces and the collection has 15 cards or game pieces. In an
embodiment there are 36 spaces and the collection has 30 cards or
game pieces. In an embodiment there are 16 spaces and the
collection has 12 cards or game pieces. In an embodiment, there are
20 spaces and the collection has 16 cards or game pieces. In an
embodiment, there are 10-12 spaces and the collection has 9 cards
or game pieces. In an embodiment, there are 5-6 spaces and the
collection has 4 cards or game pieces.
[0020] In an embodiment, the sizes of the sets of cards or game
pieces in the collection are the same as or smaller in size than
the number of spaces in one row or column or equivalent shape of
spaces on the board that is used for scoring a game of this
invention.
[0021] In an embodiment, a collection of 20 cards includes 5 sets
of 4 cards or game pieces each. And example are the 4 tens, 4
jacks, 4 queens, 4 kings and 4 aces in a deck of cards with the
standard 4 suits. In various embodiments, a collection of 15 cards
or game pieces includes 5 sets of 3 cards each, a collection of 24
cards has 6 sets of 4 cards each, a collection of 30 cards has 6
sets with 5 cards each or 5 sets with 6 cards each, and a
collection of 12 cards has 4 sets with 3 cards each or 3 sets with
4 cards each.
[0022] Differently sized sets can be in a collection as well. For
example, there can be 4 twos, 4 threes, 4 fours and 2 fives, 2
sixes, 2 sevens, and 2 eights.
[0023] In an embodiment, a game board of this invention is square,
such as 6.times.6, 5.times.5, 4.times.4 or 3.times.3. In an
embodiment, a game board of this invention is a rectangle, with one
side being only one space shorter than the other, such as
6.times.5, 5.times.4, 4.times.3, etc. In an embodiment, the game
board is rectangular, where one side of the game board is shorter.
When the board is rectangular, the sets in the collection, for
example, may be the same size as the shorter side of the board,
e.g., in a 6.times.5 board, there are sets of 5 cards or game
pieces, and likely there are 5 of these sets for 25 cards.
[0024] In another embodiment, a game board is rectangular with 6
rows of 4 spaces each. Likely there are 5 sets of 4 cards each for
20 cards. Game boards may be shapes other than squares or
rectangles. A board could be configured, for example, as a cross or
a square or perhaps any shape in which the stretches of cards or
game pieces that are counted and scored together are somehow
designated.
[0025] In an embodiment, when game boards are square or
rectangular, it is first determined if the cards or game pieces are
to be scored in only one direction or in more then one direction.
If only one direction in a square board is scored, typically the
rows or columns are selected for scoring. In a rectangular board,
while it can be either rows or columns, it typically is the rows or
columns in which all the sets in the collection can fit. Such as,
if the sets are four cards in a 5.times.4 spaced board, they can
get scored in the direction that has 4 spaces or 5 spaces, whether
the horizontal rows or the vertical columns, relative to the ground
or the player. In an embodiment, the method for scoring is
determined before the player plays, and in another embodiment, the
method is determined after play, based on whichever approach yields
the highest score. In an embodiment, there is one extra row or
column beyond how the cards fit if they are all placed in the
scored sections of the board, so that there is one fewer set than
the longer of the rows or columns.
[0026] The sets can be selected so they are not all of equal size
and the game board shape is selected to relatively align, in some
way, with the sizes of the sets.
[0027] The player's aim, what is scored, may simply be getting all
the cards of one set in one row or column (or equivalent in an
unusually shaped board). Optionally a range of points is awarded
for having portions of a set in one row or column, typically
increasing as the entire set is approached, or only for having the
entire set in a row or column. In an embodiment, more points are
awarded or points are only awarded when the cards in one set are
all adjacent to one another with no other cards in between. When
playing this way, there are more strategies available for getting
an entire set of cards adjacent in a row or column or other section
that is longer or larger than the set.
[0028] In an embodiment, points may be scored both for rows and
columns. In an embodiment, different aspects of the cards may be
scored. If only one aspect is scored, it may simply be how many of
that set are in that row or column. If playing with twos, threes,
fours, fives and sixes from a standard 52-card deck, it maybe
getting all four of the twos in one row or column, all the threes
in own row or column, etc. Alternatively, points may be given for
getting three of one of these sets in a row or column, and
optionally for two as well. Alternatively, the sets may be
determined by suit, and points are given for getting all and/or a
portion of, all of the hearts, spades, etc. in a row or column.
[0029] Both aspects may also be scored, as typically is in poker
solitaire, whereas in one of the rows or columns, the player is
generally aiming for sets of value of the card (e.g., all the twos
in a row or all queens) and they spontaneously choose while playing
to aim for getting all of one suit in the other (e.g., all of each
suit in the columns). What can be scored in which row or column can
be predetermined and exact, and/or it can be guided within
constraints, such as only values in rows and suits in columns or
vice versa. Which value or suit is aimed for and can be scored in
each row or column can be predetermined too, or this may be left up
to the player. Typically having some freedom for the player is more
engaging.
[0030] Another aspect that can be scored is the number of cards of
all one suit, whereas longer stretches are likely to be more
valuable than shorter stretches. Also, the order of the values of
the cards may matter, such that having straights in a row or column
(or equivalent place) may also be worth points. Since the sets
described so far are contiguous values (twos, threes, fours, fives,
etc.) all sets of all of one suit are going to also be straights (a
straight flush). This is much less likely in the game poker
solitaire where there are 5 spaces in each row and column and
thirteen cards in a suit. To utilize this scoring possibility, the
cards chosen can be, for example: twos, threes, fours, fives and
sevens, and more points may be awarded for having the
straight-forming cards adjacent, physically next to each other,
even optionally in the exact order. Having all the cards of one
suit together in this example would be a flush, but not a full
straight.
[0031] It can also be determined before starting if more
combinations of the cards can be scored, such as are in poker
solitaire. Examples include a full house (in a row of 5, a pair and
a triple, even though both are of different values on the cards and
different suits. Many options are possible.
[0032] An example of poker solitaire scoring is as follows: each
column and each row are scored according to the following chart. No
points are awarded for diagonals. [0033] Royal flush, 50 [0034]
Straight flush, 30 [0035] Four of a kind, 16 [0036] Straight, 12
[0037] Full house, 10 [0038] Three of a kind, 6 [0039] Flush, 5
[0040] Two pairs, 3 [0041] One pair, 1
[0042] Fewer card combination options are possible in the games of
this invention because there are often fewer cards or game pieces
than spaces, and also the collection of cards is likely preselected
to have relatively large sets, not randomly selected cards from a
large deck.
[0043] The combinations that can be scored will impact the strategy
used for placing the cards or game pieces in the collection. In a
5.times.5 board with 5 sets of 4 cards, only playing to get the
same values in the same row, the player will choose which rows are
for building which values, and this may change depending on other
game rules (such as described below, as this may lead to a change
in strategy mid-game). The player puts each card in the row it
likely or best belongs with each turn. This leads to an obvious win
unless new features of the game are added.
[0044] In an embodiment, the cards or game pieces are put in to
play in an order, with some revealed before they are placed on the
board by the player, and sometimes they are kept concealed from the
player until after they are placed (or even not revealed until
later or at the end of the game). Just as there is a
space:collection ratio or percentage, there also is a
concealed:revealed ratio or percentage and also an order of when
they are revealed: some before placing and some which are concealed
until after being placed.
[0045] In an embodiment, all the cards or game pieces in the
collection are revealed before being placed on the board for a 0:1
ratio. In other embodiments, the concealed:revealed ratio is
between 1:0 and 1:0, 1:24 and 12:1, between 1:17 and 6:1, between
about 1:9 and 2:1, between about 1:8 and 1:1, between about 1:7 and
1:2, between about 1:6 and about 1.3, or between about 1:5 and
about 1:4.
[0046] In an embodiment, a game board is 5.times.5 spaces and a
collection of 20 cards having 5 sets of 4 is played in the
sequence: 1 concealed (and revealed right after placement on the
board), 2-4 revealed (in sequence, played one at a time), 5
concealed (again revealed after placement), 6-8 revealed, 9
concealed, 10-12 revealed, 13 concealed, 14-16 revealed, 17
concealed, 18-20 revealed. In another embodiment, card 19 is also
concealed.
[0047] This impacts game strategy as the player may change what
they are aiming to build in each of the rows depending on where
concealed cards land and what value they are. The more cards that
are concealed, the more that is left to chance. There are good
concealed:revealed ratios that maximize the amount of strategy
needed given the amount of random chance and luck in the mix. If
more combinations can be scored and columns count as well as rows,
even more strategy and complexity and change can happen.
[0048] In another embodiment, cards or game pieces that function as
wild cards or jokers are added to the deck at some point in play.
For example, in an embodiment, before cards 19 and 20 are played,
while they are still concealed, either a joker that is essentially
a dead card counting for nothing, or a wild card (which can be
whatever the player wants it to be) are added. The cards are
shuffled so that the player does not know which cards are which.
There is a statistical chance which cards the player will draw. If
one or more jokers or wild cards are drawn, likely the remaining
cards will be played concealed for more drama.
[0049] In an embodiment, the order and number of cards placed at
one time can be changed, which is impactful if two or more
concealed cards are played simultaneously. An example is if both
cards 5 and 6 in the example above are concealed and played at the
same time before revealing them.
[0050] FIG. 3 is an illustration of an example of a game of this
invention. The game board 1 has 25 locations 3 arranged in a
5.times.5 rectangle which is also a square (in terms of the number
of locations). Four cards have been played, the 4.sup.th card
played concealed 14. Three revealed cards are shown, and one
revealed card 13 is labeled. An example of an area 7 that is a
column is currently empty. The not yet played cards of the randomly
shuffled set of game pieces 15 is a subset of a standard deck of
cards.
[0051] FIG. 4 is an illustration of an example of an outcome of a
game of this invention. The game board 1 has 5 more locations 3
than the set of playing pieces. There is not more than one playing
piece 2 in a location 3. All these playing pieces 2 are revealed.
Some locations 3 are empty after the set of playing pieces is all
played. There is not wild card or joker in this example. A row 5
and a column 4, two different areas on this game board 1 are
marked. Some groups and subsets of some groups are marked. Group 15
of Queens, shown with dense dots, would be scored because all
members of that group are together in one row and adjacent one
another--in this game, it is clear that at least row areas are
being scored. Group 16 of Kings, shown with diffuse dots, would be
scored because all members of that group are together in one row
and adjacent to one another. Group 10 of Aces, shown with diagonal
cross hatches, may or may not be scored depending on what scoring
instructions are being used since they are all in one row but not
all adjacent. Some of the members of group 17 of Jacks are marked
with zigzag lines, and they could possibly be scored depending on
what scoring instructions are being used because 1) they are a
column, not a row, and they only would get scored if columns are
being scored in this game, plus 2) not all members of that group
are in one area (one column), but 3) they are at least adjacent. It
is possible they will earn the player some score.
[0052] FIG. 5A shows an example of a set 6 of concealed game pieces
(more are under the ones that are visible) of this invention. FIG.
5B shows an example of a game piece 2 of this invention with an
example of a first means 11 and a second means 12 visible. The
first means 11 shows that the card is a Jack and the second means
12 shows the card is a Spade suit.
[0053] FIG. 6 shows an example of a game board 1 of this invention
with 15 locations in a 3.times.5 rectangle pattern, one empty
location 3 marked. Some cards have been played. The fourth card
that was just played is concealed 18 and is about to be revealed.
More game pieces from the set 15 remain to be played. There are a
total of 12 game pieces in this set. Cards are being played in a
one at a time rhythm. There is a 12/15 ratio of game pieces to
spaces or 80%. There is 25% more space than game pieces. So far,
25% of the cards are being played concealed. There is only a first
means for grouping the cards, and the areas are the 5 rows.
[0054] FIG. 1 shows an example of a game of this invention. A
player is presented with a game board 100 having a plurality of
spaces 102, and real or virtual a deck of cards 104 or group of
game pieces. The number of cards may not necessarily equal a
regular full deck of 52 cards; however, the number of spaces
preferably exceeds the number of cards.
[0055] For example, as shown in FIG. 1, the game board is a five
(5) by five (5) grid. Therefore, the game board has 25 spaces. In
this example, the game can be played with 20 cards from a standard
deck of cards, such as, the three face cards, the aces, and the ten
cards. To commence this second stage of the game, this deck of
cards is shuffled and presented with the cards face down to the
player of the first stage so that the player cannot see the value
of the cards. The object of the bonus round is for the player to
place the cards on the game board so that matching cards are placed
near each other, for example, in a horizontal row 106a, 106b, 106c,
106d, 106e. In other words, the ultimate goal of the player is to
place all the Aces in one row, all the Kings in a second row, all
the Queens in a third row, all the Jacks in a fourth row, and all
the tens in a fifth row. Achieving this goal results in the maximum
amount of prizes for the player.
[0056] The games of this invention may also be played with more
then one player at a time. In an embodiment, players take turns
placing the cards or game pieces. In an embodiment, one player is
scoring rows and the other is scoring columns. Depending on which
combinations they are building (e.g., values or suits) they may
collaborate or compete.
[0057] As described in this embodiment, the manner in which the
player places the cards onto the game board grid is based on the
following rules. First, a money card is introduced and revealed.
The money card can be any card that is not one of the cards that
have been given to the player. In this example, the money card
cannot be an Ace, King, Queen, Jack, or ten. In this example, the
money card is the Joker. The money card is set aside
temporarily.
[0058] Next, the player is instructed to begin placing the cards
104 that he has received onto the grid or game board according to
the following rules.
[0059] The player is to take the first card, face down, and place
it on any available space on the grid without knowing the value of
the first card. Once the first card is placed on one of the spaces
on the grid, the first card can be revealed.
[0060] Next, the player takes and reveals the second card. Knowing
what the second card is, and knowing what the first card is and
where it has been placed, the player strategically places the
second card on one of the available spaces on the grid face up,
keeping in mind that the objective is to place all matching cards
within the same row. By way of example only, if the first card was
an Ace and the second card is an Ace, then the player would want to
put the second card in the same row as the first card. If the
second card was not an Ace, then the player would want to put the
second card in a different row.
[0061] Once the second card has been placed, the third card is
taken, revealed, and strategically placed on one of the available
spaces on the grid face up, keeping in mind the objective of the
game. Once the third card has been placed on the grid, the fourth
card is taken, revealed, and placed face up on an available space
on the grid, keeping in mind the objective of the game. Next, the
player takes the fifth card, face down and places it on one of the
available spaces on the grid, not knowing what this fifth card is.
The player must consider whether this fifth card matches any of the
previously placed cards that are now face up. If the player thinks
the fifth card matches any of the cards facing up, then he would
want to put the fifth card in the same row as the presumed matching
card. If the player thinks the fifth card has a value that has not
been seen yet, then he would want to put the fifth card in a new
row with no cards. After the fifth card is placed on the grid, the
fifth card is revealed (turned face up) and the player realizes
whether he placed the fifth card appropriately or not.
[0062] The player then takes the sixth card, reveals it, and
strategically places the sixth card face up on one of the available
spaces on the grid, keeping in mind the objective of the game. This
continues for the seventh and eighth cards, in series, one at a
time.
[0063] The player continues this process of placing one card face
down on an available space on the grid, revealing it (by turning it
face up) after its position on the grid has been established, and
placing the next three cards face up on available spaces on the
grid, in series, one at a time, until he reaches the 18th card.
Therefore, in this example, the ninth card is placed face down on
one of the available spaces on the grid, then turned face up. The
10th card is revealed and placed face up on the grid, after which
the 11th card is revealed and placed face up on the grid, then the
12th card is revealed and placed face up on the grid. The 13th card
is then placed face down on an available space on the grid, then
turned face up. The 14th card is revealed and placed face up on the
grid, followed by the 15th card, which is revealed and placed face
up on the grid, followed by the 16th card, which is revealed and
placed face up on the grid. The 17th card is then placed face down
on the grid, then revealed by being turned face up.
[0064] When the player reaches the 18th card, he reveals the 18th
card and places it face up on an open space on the grid.
[0065] The remaining two cards are kept face down and the money
card 114 is added face down to the remaining two cards. The three
cards are shuffled, and the player places two cards face down on
available spaces, and places the last card outside of the grid. The
two cards placed on the grid are revealed, as well as the card
placed off the grid, to see how successful the player was in
achieving the objective and keeping the money card off the
grid.
[0066] Based on the teachings above numerous variations and
modifications exist that are within the spirit and scope of the
present invention. For example, in some embodiments, the money card
may be omitted so that at the end of the game, the remaining two
cards are placed on the grid, then revealed. The timing of
revealing the cards that were placed on the board can be modified
to be revealed at the end of the game after all the cards are
placed on the grid. The sequence of placing cards face down versus
face up can be varied. For example, three cards can be placed up
first, then a card face down, or the cards being placed face up and
face down can alternate with every card. The number of cards being
placed face up or face down can be varied. These and numerous other
variations may be implemented.
[0067] Ultimately, the ability to place cards of the same value in
the same row by placing some cards face down, and some cards face
up. (and eventually revealing all the cards) determines how the
player is rewarded.
[0068] In this example, the player is rewarded as follows. If the
player is able to get three cards of the same value next to each
other in the same row, the player is awarded a prize. In this
example, the prize may be $5000. Therefore, the final contestant is
awarded $5000 for each instance in which the he was able to get
three cards of the same value next to each other in the same
row.
[0069] For each instance the player is able to get four cards of
the same value next to each other in the same row (with no other
cards between), the player is awarded a greater prize. In this
example, the greater prize may be $10,000 for each instance the
player is able to get four cards of the same value next to each
other in the same row.
[0070] Bonus prizes may be awarded for achieving an outcome with a
very low probability. For example, a bonus prize may be awarded if
the player is able to get all of the cards having the same value
next to each other in their respective rows. Therefore, in addition
to the greater prize awarded for each set of four cards of the same
value in their respective rows, the player receives a bonus prize
of, for example, $100,000.
[0071] Finally, if the player is able to place the money card 108
off the grid, the player may be awarded an additional bonus prize.
In this example, the additional bonus prize may be $25,000. FIG. 2
shows an example of the outcome of such a game.
[0072] The present invention is also directed to a game portion in
which players, such as contestants on a game show, provide answers
to clues in which the answers contain a lexicon error that the
contestant must first resolve before providing the answer to the
clue. Contestants are optionally awarded points in the form of
cards distributed according to a predetermined set of rules based
on how fast each contestant correctly answers each clue. The value
of the cards at the end of the game determines the player of the
game. The player can then proceed to a bonus round of the game in
which the contestant's ability to think and strategize is tested,
such as with other games provided by this invention. Prizes may be
awarded based on the outcome of either game portion or from two or
more combined.
[0073] In an embodiment, the games of this invention comprise two
stages. An option for a preliminary stage is to test the
contestants' knowledge and thinking and determine a winner. The
winner then may proceed to the main stage, a second stage or a
bonus round of a game show. In a second stage, the contestants'
ability to strategize can be tested. In addition, some luck may be
involved. During the second stage, the contestants may have the
opportunity to win prizes depending on the outcome of that stage or
a combination of more than one stage. Prizes can be in the form of
cash prizes, gift certificates, vacations, consumer goods, and the
like.
[0074] During the preliminary stage, contestants are presented with
a plurality of available answers. Unlike typical games, however,
the available answers are presented with a lexicon error. For the
purposes of this application, a lexicon error is a word
deliberately spelled incorrectly. In some embodiments, the word may
contain all of the letters in the word, but in a different order.
For example, a scrambled word may be a type of lexicon error
because all of the letters in the word are present but arranged in
a random order. Similarly, a word spelled backwards is a type of
lexicon error because all of the letters are present but arranged
in reverse order. In some embodiments, one or more letters may be
substituted with an incorrect letter. Therefore, in order for the
contestant to understand what the available answers are, the
contestant must be able to correctly decipher what the available
answers are when the lexicon error is corrected. In an embodiment,
the available answers are presented backwards.
[0075] The available answers may be presented briefly to the
contestants, then removed. In some embodiments the available
answers may be flashed on a screen for a predetermined period, for
example, less than one second. In an embodiment, the available
answers are flashed on the screen for less than half a second. More
preferably, the available answers may be flashed on the screen for
one-tenth ( 1/10) of a second. In some embodiments, the available
answers may be flashed on the screen simultaneously for a
predetermined period of time. In some embodiments, the available
answers may be flashed on the screen sequentially or in series for
a predetermined period of time. By way of example only, the first
available answer may be flashed on the screen for 1/10 of a second,
then as the first available answer disappears, the second available
answer may flash on the screen for the same period of time, and as
the second available answer disappears, the third available answer
may appear on the screen, and so on. In an embodiment, there may be
four available answers.
[0076] Once the available answers have been presented to the
contestants, the clue is presented to the contestants. The clue may
be a question, statement, phrase, and the like that most closely
associates with one of the available answers. The clue may be
presented to the contestants for example on a screen and/or read
aloud to the contestants by a host.
[0077] In an embodiment, after the clue is presented to the
contestants, the contestants have an opportunity to submit their
answers by activating an actuator. The actuator may be a button, a
lever, a touchscreen, and the like. In some embodiments, each
contestant may be presented with multiple actuators, with each
actuator associated with each one of the available answers.
Therefore, activation of a specific actuator determines the
contestant's selection of his or her answer. In embodiments using
touch screens, the number of actuators is in reference to the
number of areas on the screen, actuation of which, submits the
answer selected. In some embodiments, multiple touch screens can be
dedicated for each answer, for each contestant.
[0078] In an embodiment, the contestants' order in which the
answers are received is monitored and recorded. The first
contestant to submit a correct answer is deemed the winner of the
particular round. The second contestant to submit a correct answer
in the particular round takes second place, the third contestant to
submit a correct answer in the particular round takes third place,
and so on. In an embodiment, only the first three places have
significance, but other places can have significance as well.
[0079] In an embodiment, the first three contestants to submit the
correct answer are awarded with points, and the first round of the
first stage is complete. This process of submitting answers to
clues and being awarded points can continue for a predetermined
number of rounds. At the end of the predetermined number of rounds,
a player is declared based on the points awarded to proceed to the
second stage of the game.
[0080] In an embodiment, the points are awarded based on a
distribution of cards. For example, 20 cards from a standard deck
of cards may be used. By way of example only, the 20 cards may be
the four aces, the four twos, the four threes, the four fours, and
the four fives. These cards will be shuffled and presented face
down so that the contestants cannot see the value of the cards. For
each round, the winner of the round will receive two cards face
down, and the second and third place contestants will each receive
one card face down as well. This process of awarding cards
continues for each round. Any number of cards can be awarded so
long as the winner of the round has some kind of advantage over the
others. In this example, the winner receives more cards than the
other contestants.
[0081] Once all the rounds have been played, the player of the
first stage is determined. In the example above, since there were
20 cards, and four cards were distributed per round, five rounds
would have been played. To determine the player, the cards are
revealed and assessed. The cards may be revealed in a particular
order. For example, the contestant with the most number of cards or
the fewest number of cards reveals one of his or her cards. For the
sake of clarity and ease of description, this contestant will be
referred to as the first contestant. In some embodiments, the first
contestant can select any of the cards in his or her pile. In some
embodiments, the first contestant selects the card based on the
sequence of how he or she received the card. Therefore, in one
embodiment, the first card received may be the first card revealed.
Alternatively, the last card received may be the first card
revealed. Once the card is revealed, the value of the card is
identified. The value of the card is simply the number shown on the
card. For an ace, a value can be assigned, such as a value of 1,
11, or some other number. In this example, the ace has a value of
11.
[0082] Once the value of the first card revealed is identified, the
second contestant reveals his or her first card. The second
contestant can be determined by his or her physical position (e.g.,
left or right) relative to the first contestant or by the number of
cards won. For example, the second contestant may be the contestant
to the right or to the left of the first contestant. Alternatively,
the second contestant to reveal his or her card may be the
contestant with the second fewest number of cards or the second
most number of cards to correspond with the criteria used to select
the first contestant to reveal his or her cards.
[0083] In this example, the contestants are arranged in a circle,
and the second contestant is the contestant to the left of the
first contestant. Therefore, cards are revealed in a clockwise
fashion. The second contestant reveals his or her first card based
on the same rule described above for the first contestant. If the
value of the second contestant's first card is lower than the value
of the first contestant's first card, then the second contestant
reveals his or her next card based on the same rules described
above. The second contestant continues revealing his or her cards
until the cumulative value of the second contestant's revealed
cards exceeds the value of the first contestant's first card. If
the cumulative value of the second contestant's revealed cards are
unable to exceed the value of the first contestant's first card,
then the second contestant is eliminated and the process repeats
for the third contestant.
[0084] If on the other hand, the second contestant is able to
achieve a cumulative value of revealed cards that exceeds the first
contestant's first card, then the third contestant proceeds to
reveal his or her cards until he or she is able to achieve a
cumulative value of revealed cards that exceeds the cumulative
value of the second contestant's revealed cards.
[0085] This process of revealing cards and eliminating contestants
continues until a single contestant remains having the highest
value of revealed cards. This contestant is deemed the player of
the first stage.
[0086] In alternative embodiments, all of the cards can be revealed
simultaneously, and the player can be determined by the total
cumulative value of the cards held, or the player can be determined
by the probability of receiving the hand dealt consistent with the
rules of poker, and the like.
[0087] The player then is optionally moved on to the next stage of
the game, such as a main or bonus round. In this stage, the
contestant utilizes might need to use strategic thinking to win a
prize.
[0088] In another embodiment, the first three contestants to submit
the correct answer are again awarded with points. In this
embodiment, the points are again awarded based on a distribution of
cards. For example, 16 cards from a standard deck of cards may be
used. By way of example only, the 16 cards may be the four twos,
the four threes, the four fours, and the four fives. These cards
will be shuffled and presented face down so that the contestants
cannot see the value of the cards. For each round, the winner of
the round will receive, by choosing, two cards face down, and the
second and third place contestants will each receive one card face
down as well. Before going on to the next round, the chosen cards
are revealed by the players.
[0089] This process of awarding cards continues for each round.
After three rounds have been played, each of the players point
scores are tallied, and the player with the fewest points is
eliminated. Announcements are made about the ranking of the players
and their scores. Four concealed cards remain.
[0090] Two cards with the value of seven each are added to the
remaining four cards, and the six concealed cards are shuffled. The
player in third position with the most points selects two of these
cards and keeps them concealed. The player in second selects two
from the remaining four cards and keeps them concealed.
[0091] Two more cards are added to the remaining two. They are two
aces worth 11 points each. These four are reshuffled and placed
back concealed on the playing surface. The player who was in first
position, that is the player with the highest revealed point total,
selects two of these last four cards and keeps them concealed.
[0092] The concealed cards that have been selected by the players
are now revealed in this order--first the player in the "show"
position and then the "place" position. Before the player in the
"win" position reveals their cards, it is announced that aces had
been added that are worth 11 point each and that if this player
chose two aces that they'd likely win, and that if they've chosen
both aces will get double the winnings for this game.
[0093] The value of each of the cards is simply the number shown on
the card and the aces are worth 11 points, as stated. The final
player's cards are revealed, and the cards are tallied.
[0094] The third place player wins $1,000. The second place player
wins $2,500. The first place winner wins $5,000, unless they have
selected both aces, in which case they win $10,000
[0095] The following provides specific examples of the game
described above being played. We start with five contestants
standing at desks. Each has in front of him/her four horizontal
bars, laying flat top to bottom. All contestants and the audience
are shown the four possible answers (each answer containing a
lexicon error) to the questions about to be asked. If we could see
them all at once those answers would look like this: [0096]
ETIMANYD [0097] EBAB [0098] DNOMAID [0099] DRAOBHSAW
[0100] These are the multiple-choice answers spelled backwards for
the upcoming clue. The answers are presented quickly, one at a
time, visible briefly in some sequence, such as predetermined
sequence or a random sequence. Each answer would remain on the
screen for about one-tenth of a second.
[0101] Next, the clue is displayed that determines which of those
flashing answers is correct. In this example, the clue may be:
"Don't forget to RUN, after you light the fuse."
[0102] As the host starts to read the clue, the blank answer-strips
horizontally stacked in front of each contestant will be activated
and each will store (but not display) whether the contestant
answered in the first, second, or third fastest time. If a
contestant's answer was not in the top three fastest entries, that
position will display a small "x."
[0103] The host then asks to see who answered in the top three
positions, and those words appear in front of those
contestants.
[0104] Next, the host introduces the deck of twenty cards that will
later determine who wins.
[0105] The deck contains four each of twos, threes, fours, and
fives, each card worth its face value. The deck also contains four
aces, each worth 11 points.
[0106] The contestant who finished first is awarded two cards,
placed face down in front of him.
[0107] The contestants who finished second and third are each given
just one card in the same manner. Therefore, it is unknown what
card value any contestant has received at this point, and the first
round is complete.
[0108] The contestants play through four more rounds as described
above.
[0109] For example, in the next round, the four flashing, backwards
answers are: [0110] EIKCAJ [0111] EBAB [0112] ENILORAC [0113]
NOSREFFEJ
[0114] The clue may be: "The nickname Ruth was known by."
[0115] The winner of this round is determined as described above.
When the contestants have played through five rounds, the player
can be determined by seeing how the contestants' cards add up.
[0116] In this example, the contestant who has the fewest cards is
asked to reveal one card. For this example, assume the card is a
three.
[0117] The contestant to his/her left now reveal cards until he/she
beats that three. This continues clockwise, until each contestant
has exceeded his/her predecessor, looking for higher scores each
time. And when a contestant fails to beat the contestant before
him/her, the low contestant is out of the round, and the scoring
moves on clockwise. Contestants keep whatever points they have won
as they play.
[0118] This continues until all cards are revealed. The highest
contestant after the fifth round wins.
[0119] In case of ties, one tie-breaker question is asked, and the
contestant who is the first to answer correctly is the player and
moves to stage 2 or the bonus round as described above.
[0120] This game can be played as a board game, as a television
game show, online, as an app for a smart phone or a tablet, as a
computer game, in casinos, with casino gaming equipment, and the
like.
[0121] A person of ordinary skill in the art will appreciate that
it is possible to implement the concepts of the present invention
in computer software rather than using an actual game board and
game pieces, the size of the game pieces and game board being
selected based upon the number of game piece utilized in playing
the game as well as the anticipated resolution of the device on
which the game will be played. One advantage of implementing the
game in computer software is that the game pieces can easily be
shuffled. Another advantage of computer implementation is that the
game can easily be replayed from an earlier stage of game play, or
from the same initial order of the game pieces, so to try the
effect of different strategic decisions or to compare the skills of
various players. Additionally, the game can be adapted for
interactive play over a global computer network. Such a
configuration would permit competitions to be easily organized and
conducted to determine who possesses the highest level of
skill.
[0122] The game can take the form of an entirely hardware
embodiment, an entirely software embodiment or an embodiment
containing both hardware and software elements. In one embodiment,
the system is implemented in software, which includes but is not
limited to firmware, resident software, microcode, etc.
[0123] Furthermore, the game can take the form of a computer
program product accessible from a computer-usable or
computer-readable medium providing program code for use by or in
connection with a computer or any instruction execution system. For
the purposes of this description, a computer-usable or computer
readable medium can be any apparatus that can contain, store,
communicate, propagate, or transport the program for use by or in
connection with the instruction execution system, apparatus, or
device.
[0124] The medium can be an electronic, magnetic, optical,
electromagnetic, infrared, or semiconductor system (or apparatus or
device) or a propagation medium. Examples of a computer-readable
medium comprise a semiconductor or solid-state memory, magnetic
tape, a removable computer diskette, a random access memory (RAM),
a read-only memory (ROM), a rigid magnetic disk and an optical
disk. Current examples of optical disks comprise compact disk-read
only memory (CD-ROM), compact disk-read/write (CD-R/W) and DVD.
[0125] A data processing system suitable for storing and/or
executing program code comprises at least one processor coupled
directly or indirectly to memory elements through a system bus. The
memory elements can include local memory employed during actual
execution of the program code, bulk storage, and cache memories
that provide temporary storage of at least some program code in
order to reduce the number of times code is retrieved from bulk
storage during execution.
[0126] Input/output or I/O devices (including but not limited to
keyboards, displays, pointing devices, etc.) can be coupled to the
system either directly or through intervening I/O controllers.
These devices can be used by the contestants to submit their
answers.
[0127] Network adapters may also be coupled to the system to enable
the data processing system to become coupled to other data
processing systems through intervening private or public networks.
Modems, cable modem and Ethernet cards are just a few of the
currently available types of network adapters.
[0128] Described above, aspects of the present application are
embodied in a World Wide Web ("WWW") or ("Web") site accessible via
the Internet. As is well known to those skilled in the art, the
term "Internet" refers to the collection of networks and routers
that use the Transmission Control Protocol/Internet Protocol
("TCP/IP") to communicate with one another. The Internet can
include a plurality of local area networks ("LANs") and a wide area
network ("WAN") that are interconnected by routers. The routers are
special purpose computers used to interface one LAN or WAN to
another. Communication links within the LANs may be wireless,
twisted wire pair, coaxial cable, or optical fiber.
[0129] Furthermore, computers and other related electronic devices
can be remotely connected to either the LANs or the WAN via a
digital communications device, modem and temporary telephone, or a
wireless link. It will be appreciated that the Internet comprises a
vast number of such interconnected networks, computers, and
routers.
[0130] The Internet has recently seen explosive growth by virtue of
its ability to link computers located throughout the world. As the
Internet has grown, so has the WWW. As is appreciated by those
skilled in the art, the WWW is a vast collection of interconnected
or "hypertext" documents written in HTML, or other markup
languages, that are electronically stored at or dynamically
generated by "WWW sites" or "Web sites" throughout the Internet. It
will be appreciated that the present application could apply in any
such interactive communication environments, however, for purposes
of discussion, the Web is used as an exemplary interactive
hypertext environment with regard to the present application.
[0131] The WWW browser may retrieve programs from the web server,
such as JAVA applets, for execution on the client computer.
Finally, the WWW browser may include optional software components,
called plug-ins, that run specialized functionality within the
browser.
[0132] Players can, therefore, play remotely against each other
when the system is employed on the Internet.
[0133] This invention provides software compositions for playing
the games of this invention. This invention also provides devices
having or connecting to software compositions for playing the games
of this invention.
[0134] In an embodiment, there are no rules for scoring and no
scoring occurs.
[0135] The foregoing description of the preferred embodiment of the
invention has been presented for the purposes of illustration and
description. It is not intended to be exhaustive or to limit the
invention to the precise form disclosed. Many modifications and
variations are possible in light of the above teaching. It is
intended that the scope of the invention not be limited by this
detailed description, but by the claims and the equivalents to the
claims appended hereto.
* * * * *